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Messages - DestroyX

I absolutely love your mod so far man, the one small thing i'm really missing tho is actual insect themed flooring (probably also made from jelly), for maximum hivebuilding!
Just wanna reply to say i also have that issue.

Could kinda track it down to selling apperal.
Whenever i tried to sold some, it threw me a similar error message, i couldnt click accept (if i did, nothing happened), and when i went out of the menu to close it, it gave me the message in the console that the silver was taken, but then an error occured
"A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story"

Oh my god, i cant even describe how much i love you for that!
Outdated / Re: [A17] Save Our Ship (v1.01)
October 19, 2017, 01:33:31 PM
Heya, love your mod already, but i found a rather annoying issue

For some reason, whatever i do, instead of getting animal corpses to the butchering stockpile, my pawns just put them all into the internal cryptosleep cascets, and since i cant even forbid them i'm really at a loss what to to about this... any ideas?
Maybe you claimed them?
Then they totally go for those walls.

Or they were in the way of their pathing, cant really judge without  more context.

Beides that, its not gameending at all.

You could probably still make it on the map without issue, if you dont got a super small mapsize.

and if you do, just form a caravan, move to another square, gather some strength and get back to your free infinite meatfarm once you're ready.

Gotta go with the flow :p
So... how exactly would this be a bug?

(Also, how would this be a game over? Like, just build in a distance from it.....)
Releases / Re: [A17] Path Avoid
October 12, 2017, 03:05:54 AM
I'm checking the bug section of the forum rather often atm, they seem to be well aware of the pathing issues in A17.
I just hope everything will be fixed in A18, its just very very obnoxious in many scenarios >.>

Until then, your mod is still a godsend when it comes to "static" things.

Cant really do much about my pawns walking through chunks and trees all the time atm sadly, and it'd be way too much hassle to mark every single one of them because of a broken mechanic^^
Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
October 11, 2017, 04:54:13 AM
I'm constantly at the point where my body doesnt contain enough coffee to function, yet its impossible to drink more.

Literally inhumane living conditions!
Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
October 11, 2017, 04:49:31 AM
Eeeeh, fair enough, i'm still in zombie mode, so i technically cant be smart right now : ^)
Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
October 11, 2017, 04:44:09 AM
Quote from: Rimjunk on October 11, 2017, 04:14:56 AM
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He literally just posted this and it instantly gets deleted due to age?

The hell?
Help / Re: [A17b] XML Auto-Documentation
October 11, 2017, 04:04:59 AM
Omg i love you dude!
Just want to give an update real quick, i can verify that certain events seemingly dont end and therefore block everything else.

Switched around my storyteller alot and got help from allies instantly, which indicates there is still something going on.

There was nothing on the map tho, so... no way to get rid of it -> restart

In the next game i actually had the mechanoid bug, where nothing spawned because of them.
I was under the impression that this would only happen when i got the "ancient danger" message, however, doesnt seem this way.

When i attacked them, i immediately got to name my colony after the fight.
"Thats why it is a bug and not a feature"

Of course^^
What i want to say tho that (at least seemingly, correct me if i'm wrong) technically, all kinds of events could block others this way.

Got a raid already?
Guess your scheduled one isnt coming then, even tho you wanted it like that!

Something happening right now?
Guess the scheduled trade caravan isnt coming then!

Again, correct me if i'm wrong, but from what i'm getting right now, thats basically what happens at the moment
Heya, answering back, actually wanted to do this yesterday but i totally forgot about that^^

Quote from: PatrykSzczescie on October 04, 2017, 06:51:33 AM
Pick greater difficulty than "Peaceful" while changing AI storyteller.

Did that, doesnt help, cant be that easy :D

Quote from: CannibarRechter on October 05, 2017, 08:25:56 AM
BTW, Re: "I have some mods installed, but none of them fiddle with raids," I have seen conditions arise in mods, themselves having nothing to do with raids, somehow nevertheless disabling all raids. The first question I would ask is are there any errors in your error log at all, and if so, what?

Also no on that one, had this kinda issue before, so thats pretty much what i check first now^^

Quote from: SpaceDorf on October 05, 2017, 12:18:58 PM
Maybe it is the "Ancient Mechanoid"-Bug.

Did the naming event of your colony occur ?
And do you have unopened Ancient Dangers ?

It is a know bug in A17 that Mechanoids in Ancient Danger block the Colony Naming event when it should occur which itselfs blocks several other conditional events. ( Elections from the Leadership Mod for example )

Okay, i did not know about that one at all, thats really weird.

But... explains why my colony never got a name in another save...
and generally, nothing at all >.>

Gotta check there is an ancient danger left when i'm home, really good to know tho!

Although, in my opinion, nothing should ever EVER block out any events i set to occur in the scenario.
Those should be fix, no matter what, else it completely takes away the point.
Heya, loooong time not posted here!

I got a rather weird problem with A17 at the moment.
With the scenario editor you can create incidents every x days, which works without any issues, at least the first couple days.
However, in multiple games they just stop at a certain point, for whatever reason (seemingly the same with regular raids)

So i started another game later, with raids every 4 and a tradeship every 3 days, worked like a charm at first, however, that kinda broke down at day.

And yes, i have some mods installed, but none of them fiddle with raids, error log also doesnt show anything preventing raids.

History tab for reference:

Would be really nice if someone could look into that, because it totally breaks custom challenges :/

edit: eh, link not working with IMG, attaching it

[attachment deleted by admin: too old]